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Revision 1.17 by elmex, Wed Dec 20 22:54:59 2006 UTC vs.
Revision 1.28 by root, Sun Oct 5 14:16:13 2008 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
108For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
109and is decreased every tick by 1. 109and is decreased every tick by 1.
110 110
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
113=item I<speed> <number> 118=item I<speed> <number>
114 119
115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
116on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
117 122
194See Flags section below. 199See Flags section below.
195 200
196=item I<activate_on_release> (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
197 202
198Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204See Flags section below.
205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
199See Flags section below. 209See Flags section below.
200 210
201=item I<editable> (more than deprecated) 211=item I<editable> (more than deprecated)
202 212
203This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
290This flag is by default on. 300This flag is by default on.
291 301
292=item FLAG_NO_STEAL 302=item FLAG_NO_STEAL
293 303
294When this flag is set this object can't be stolen. The flag will be 304When this flag is set this object can't be stolen. The flag will be
295resetted once the object is placed on a map. 305reset once the object is placed on a map.
296 306
297When this flag is set on a monster it can defent attempts of stealing 307When this flag is set on a monster it can defend attempts at stealing
298(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
299 309
300=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
301 311
302This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
315=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
316 326
317This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
318amuletts. 328amuletts.
319 329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
320=back 336=back
321 337
322=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
323 339
324The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
327=head3 B<TRANSPORT> - type 2 - Player transports 343=head3 B<TRANSPORT> - type 2 - Player transports
328 344
329This type is implemented by the transport extension and has currently no special 345This type is implemented by the transport extension and has currently no special
330fields that affect it. 346fields that affect it.
331 347
332=head3 B<ROD> - type 3 - Rods that fire spells 348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
333 349
334Rods contain spells and can be fired by a player. 350Rods contain spells and can be fired by a player.
335 351
336=over 4 352=over 4
337 353
343the 'use magic item' skill level of the player and 1/10 of the level of the 359the 'use magic item' skill level of the player and 1/10 of the level of the
344rod is added as bonus. 360rod is added as bonus.
345 361
346=item I<hp> <number> 362=item I<hp> <number>
347 363
348The amount of spellpoints this rod has left. 364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
349 366
350=item I<maxhp> <number> 367=item I<maxhp> <number>
351 368
352The maximum amount of spellpoints this rod has. 369The maximum amount of spellpoints this rod has.
353 370
531 548
532=over 4 549=over 4
533 550
534=item I<level> <number> 551=item I<level> <number>
535 552
536This field affects the propability of poisoning. The higher the level difference 553This field affects the probability of poisoning. The higher the level difference
537between the one who is hit and the poision the more propable it is the attacked 554between the one who is hit and the poision the more probable it is the attacked
538one will be poisoned. 555one will be poisoned.
539 556
540=item I<slaying> <race> 557=item I<slaying> <race>
541 558
542This field has the usual meaning of 'slaying', when the 559This field has the usual meaning of 'slaying', when the
668the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field 685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
669and the arrows I<magic> field. 686and the arrows I<magic> field.
670 687
671=item I<wc> <number> 688=item I<wc> <number>
672 689
673The weapon class of the arrow, which has effect on the propability of hitting. 690The weapon class of the arrow, which has effect on the probability of hitting.
674 691
675It is recomputed when the arrow is being fired by this formula: 692It is recomputed when the arrow is being fired by this formula:
676 693
677 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
678 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
693Bitfield which decides the attacktype of the damage, see include/attackinc.h 710Bitfield which decides the attacktype of the damage, see include/attackinc.h
694On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. 711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
695 712
696=item I<level> <number> (interally used) 713=item I<level> <number> (interally used)
697 714
698The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
699see above in the B<ARROW> description. 716see above in the B<ARROW> description.
700 717
701The I<level> is set when the arrow is fired to either the skill level or the 718The I<level> is set when the arrow is fired to either the skill level or the
702shooters level. 719shooters level.
703 720
832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
833I<sp> regeneration. 850I<sp> regeneration.
834 851
835=item I<body_BODYSLOT> 852=item I<body_BODYSLOT>
836 853
837The part of the body you need to use this weapon, possible values should be 854The part/slot of the body you need to use this weapon, possible values for
838looked up in common/item.C at body_locations. 855C<BODYSLOT> should be looked up in common/item.C at body_locations.
839 856
857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
840=item I<resist_RESISTNACY> <number> 862=item I<resist_RESISTANCY> <number>
841 863
842this is the factor with which the difference of the players resistancy and 100% 864this is the factor with which the difference of the players resistancy and 100%
843is multiplied, something like this: 865is multiplied, something like this:
844 866
845 additional_resistancy = (100 - current_resistanct) * (<number>/100) 867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
846 868
847if <number> is negative it is added to the total vulnerabilities, 869if <number> is negative it is added to the total vulnerabilities,
848and later the total resistance is decided by: 870and later the total resistance is decided by:
849 871
850 'total resistance = total protections - total vulnerabilities' 872 'total resistance = total protections - total vulnerabilities'
851 873
852see also common/living.C:fix_player 874see also common/living.C:fix_player.
853 875
854=item I<path_(attuned|repelled|denied)> 876=item I<path_(attuned|repelled|denied)>
855 877
856this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
857for the pathes. 879for the pathes.
1018See also the description of the I<connected> field in the generic object field 1040See also the description of the I<connected> field in the generic object field
1019section. 1041section.
1020 1042
1021=back 1043=back
1022 1044
1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046
1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048changes.
1049
1050 (based on value that last_sp takes):
1051 0: 'furious' Makes all monsters aggressive
1052 1: 'angry' As above but pets are unaffected
1053 2: 'calm' Makes all monsters unaggressive
1054 3: 'sleep' Puts all monsters to sleep
1055 4: 'charm' Makes monster into a pet of person
1056 who triggers the square. This setting
1057 is not enabled for continous operation
1058 5: 'destroy mons' destroy any monsters on this space
1059 6: 'destroy pets' destroy friendly monsters on this space
1060
1023=head3 B<FLESH> - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
1024 1062
1025See B<FOOD> description. 1063See B<FOOD> description.
1026 1064
1027=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1036A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. 1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037Each of them should point at the other one with it's I<other_arch> field. 1075Each of them should point at the other one with it's I<other_arch> field.
1038 1076
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied. 1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040 1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1041=over 4 1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1042 1088
1043=item I<speed> <number> 1089=item I<speed> <number>
1044 1090
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the 1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>). 1092lamp burns it's fuel (I<food>).

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